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I'm Ready For Some Hate.....

Balance

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#21 Pjwned

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Posted 06 July 2014 - 12:39 PM

Quote

random nerfs


Good god no, this isn't Rogue Legacy.

#22 Yokaiko

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Posted 06 July 2014 - 01:23 PM

View PostRelic1701, on 06 July 2014 - 09:57 AM, said:



Start giving quirks to mechs based on their original loadout, and intended role.

For example...
  • HBK-4G gets a reload speed reduction for AC20
  • Catapults get a reload speed reduction for LRM
  • Highlanders get reduced fall damage due to upgraded actuators
  • Spiders automatically blow up if they mount a PPC
etc...



All these minor balancing quirks could make for an interesting mechanic.



Like ghost heat?

Spare me please

#23 Kaeb Odellas

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Posted 06 July 2014 - 01:42 PM

View PostYokaiko, on 06 July 2014 - 01:23 PM, said:



Like ghost heat?

Spare me please


Ghost heat is dumb because it is counter-intuitive and simply doesn't make sense.

Expanding the quirk system to include bonuses for particular loadouts actually makes a whole lot of sense.

#24 Sandpit

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Posted 06 July 2014 - 02:16 PM

View PostKaeb Odellas, on 06 July 2014 - 01:42 PM, said:


Ghost heat is dumb because it is counter-intuitive and simply doesn't make sense.

Expanding the quirk system to include bonuses for particular loadouts actually makes a whole lot of sense.

no to quirks on loadouts. I gave reasons why before.

Now bonuses to chassis to promote variety on the battlefield? Sure, but that's a separate issue altogether.

#25 Karamarka

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Posted 06 July 2014 - 02:45 PM

View PostSandpit, on 06 July 2014 - 02:16 PM, said:

no to quirks on loadouts. I gave reasons why before.

Now bonuses to chassis to promote variety on the battlefield? Sure, but that's a separate issue altogether.


I like bonus to chassis too.

#26 Kaeb Odellas

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Posted 06 July 2014 - 02:46 PM

View PostSandpit, on 06 July 2014 - 02:16 PM, said:

no to quirks on loadouts. I gave reasons why before.

Now bonuses to chassis to promote variety on the battlefield? Sure, but that's a separate issue altogether.


I didn't mean full loadouts, but the HBK-4G should be better at carrying an AC20 than a HBK-4H. Hunchbacks in general should be better at carrying AC20s than Blackjacks and Shadow Hawks. Awesomes should be the best PPC mechs. That sort of thing.

#27 Sandpit

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Posted 06 July 2014 - 04:11 PM

View PostKaeb Odellas, on 06 July 2014 - 02:46 PM, said:


I didn't mean full loadouts, but the HBK-4G should be better at carrying an AC20 than a HBK-4H. Hunchbacks in general should be better at carrying AC20s than Blackjacks and Shadow Hawks. Awesomes should be the best PPC mechs. That sort of thing.

why?

Other than fluff added by authors none of that has ever had any kind of consideration in any form of Btech or MW or MC.

#28 stjobe

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Posted 06 July 2014 - 04:14 PM

View PostSandpit, on 06 July 2014 - 04:11 PM, said:

why?

Other than fluff added by authors none of that has ever had any kind of consideration in any form of Btech or MW or MC.

http://www.sarna.net...i/Design_Quirks

An optional rule for sure, but still a bona fide BattleTech rule set.

Edit: Also, the MechWarrior RPG supplement A Time of War introduced a lot of pilot specializations, both for Piloting and Gunnery.

Edited by stjobe, 06 July 2014 - 04:21 PM.


#29 Davers

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Posted 06 July 2014 - 04:19 PM

BV is not the answer. According to BV an LRM20 is better than a PPC.
Is that the case here? Do we really expect PGI to create a
Perfect BV system when BT can't?

#30 Kiiyor

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Posted 06 July 2014 - 04:56 PM

View PostRadical eliminator, on 06 July 2014 - 12:27 PM, said:


They can pop over a hill of flank and get out relatively unscathed with information in time for the team to react. You cannot do this with an assault, it is too slow and too big a target to be effective at this. Be pissed off all you want, but if ravens start sniping, their speed goes underused and the team is deprived of information and advantage. Expecting the fastest assaults to do this, just signs the death sentence of the team as the assaults likely die first.



Heh, the key word there is 'relatively'. 5 points of damage to an assault is nothing. It's serious damage to a light.

In the current meta, there is no light mech in the game that isn't risking being effectively one shot if it shows it's squishy little face for even a second. Assaults can at least survive a peek at the enemy. Lights can be removed from a fight in one volley.

That's why you're seeing light mechs mounting long ranged weaponry - not because they want to be poor man assaults, but because it's one of the only ways they can survive while still having an impact on the match, other than being a temporary 50 damage sacrificial protection consumable™ for a friendly assault.

I'm not sure about your experience, but these days with the Clans and their ability to carry LRM40 on just about anything, light mechs (without ECM) leaving the safety of their group to scout are playing 6 chamber Russian roulette with 4 rounds loaded. MadCats and DoomCrows can mount enough streaks to take out a light in a couple of volleys (which is HILARIOUSLY fun but ultimately self defeating for me as a light pilot), or an already damaged light in one go. They're also fast enough to tail you for at least as long as it takes to unleash those volleys.

Meta builds, IS or Clan, can one shot any light, if they can aim.

I've been playing lights since closed beta. These days, my only chance of having any meaningful impact on my team is to loiter with my guys and play the role of striker once things heat up. I'm fine with that, i've adapted. Sure, I can do my own little baiting runs or quick R mashing intel gathering missions, but the only mechs with a chance of pulling off scouting runs are mechs with ECM. IMHO, of course.

#31 LordKnightFandragon

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Posted 06 July 2014 - 05:12 PM

View PostRelic1701, on 06 July 2014 - 09:57 AM, said:



Start giving quirks to mechs based on their original loadout, and intended role.

For example...
  • HBK-4G gets a reload speed reduction for AC20
  • Catapults get a reload speed reduction for LRM
  • Highlanders get reduced fall damage due to upgraded actuators
  • Spiders automatically blow up if they mount a PPC
etc...



All these minor balancing quirks could make for an interesting mechanic.



Warhawk Prime gets 10% heat reduction to C ERPPC and 10% cooldown reduction for energy based weaponry.

#32 Yokaiko

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Posted 06 July 2014 - 05:46 PM

View PostLordKnightFandragon, on 06 July 2014 - 05:12 PM, said:



Warhawk Prime gets 10% heat reduction to C ERPPC and 10% cooldown reduction for energy based weaponry.



....and even elited about a fraction of the cooling it needs to run them. I've tried and tried with the stock prime.

#33 ArmandTulsen

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Posted 06 July 2014 - 05:53 PM

View PostRelic1701, on 06 July 2014 - 09:57 AM, said:

[*]Spiders automatically blow up if they mount a PPC
[/list]


I stand behind this one, especially.

#34 Sandpit

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Posted 06 July 2014 - 06:51 PM

View Poststjobe, on 06 July 2014 - 04:14 PM, said:

http://www.sarna.net...i/Design_Quirks

An optional rule for sure, but still a bona fide BattleTech rule set.

Edit: Also, the MechWarrior RPG supplement A Time of War introduced a lot of pilot specializations, both for Piloting and Gunnery.

Pilot skills aren't quirks like what you're talking about though.
If we're talking pilot skills then I'm all for it.

Just random buffs and nerfs though? No thanks





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